#ifndef _VECTOR3_H_ #define _VECTOR3_H_ #include "math.h" class Vector3 { public: float x, y, z; inline Vector3() {} inline Vector3( float nx, float ny, float nz ) : x(nx), y(ny), z(nz) {} inline Vector3( float v[3] ) : x(v[0]), y(v[1]), z(v[2]) {} inline Vector3( int v[3] ): x((float)v[0]), y((float)v[1]), z((float)v[2]) {} inline Vector3( const float* const v ) : x(v[0]), y(v[1]), z(v[2]) {} inline Vector3( const Vector3& v ) : x(v.x), y(v.y), z(v.z) {} inline float operator [] ( unsigned i ) const { return *(&x+i); } inline float& operator [] ( unsigned i ) { return *(&x+i); } inline Vector3& operator = ( const Vector3& v ) { x = v.x; y = v.y; z = v.z; return *this; } inline bool operator == ( const Vector3& v ) const { return ( x == v.x && y == v.y && z == v.z ); } inline bool operator != ( const Vector3& v ) const { return ( x != v.x || y != v.y || z != v.z ); } // arithmetic operations inline Vector3 operator + ( const Vector3& v ) const { return Vector3(x + v.x, y + v.y, z + v.z); } inline Vector3 operator - ( const Vector3& v ) const { return Vector3(x - v.x, y - v.y, z - v.z); } inline Vector3 operator * ( float f ) const { return Vector3(x * f, y * f, z * f); } inline Vector3 operator * ( const Vector3& v) const { return Vector3(x * v.x, y * v.y, z * v.z); } inline Vector3 operator / ( float f ) const { f = 1.0f / f; return Vector3(x * f, y * f, z * f); } inline Vector3 operator - () const { return Vector3( -x, -y, -z); } inline friend Vector3 operator * ( float f, const Vector3& v ) { return Vector3(f * v.x, f * v.y, f * v.z); } // arithmetic updates inline Vector3& operator += ( const Vector3& v ) { x += v.x; y += v.y; z += v.z; return *this; } inline Vector3& operator -= ( const Vector3& v ) { x -= v.x; y -= v.y; z -= v.z; return *this; } inline Vector3& operator *= ( float f ) { x *= f; y *= f; z *= f; return *this; } inline Vector3& operator /= ( float f ) { f = 1.0f / f; x *= f; y *= f; z *= f; return *this; } inline float length () const { return (float)sqrt( x * x + y * y + z * z ); } inline float squaredLength () const { return x * x + y * y + z * z; } inline float dotProduct(const Vector3& v) const { return x * v.x + y * v.y + z * v.z; } inline Vector3 & normalise() { float f = (float)sqrt( x * x + y * y + z * z ); // Will also work for zero-sized vectors, but will change nothing if ( f > 1e-06f ) { f = 1.0f / f; x *= f; y *= f; z *= f; } return *this; } inline Vector3 crossProduct( const Vector3& v ) const { return Vector3(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x); } inline Vector3 midPoint( const Vector3& v ) const { return Vector3( ( x + v.x ) * 0.5f, ( y + v.y ) * 0.5f, ( z + v.z ) * 0.5f ); } inline bool operator < ( const Vector3& v ) const { return ( x < v.x && y < v.y && z < v.z ); } inline bool operator > ( const Vector3& v ) const { return ( x > v.x && y > v.y && z > v.z ); } inline void makeFloor( const Vector3& v ) { if( v.x < x ) x = v.x; if( v.y < y ) y = v.y; if( v.z < z ) z = v.z; } inline void makeCeil( const Vector3& v ) { if( v.x > x ) x = v.x; if( v.y > y ) y = v.y; if( v.z > z ) z = v.z; } inline Vector3 perpendicular(void) { static float fSquareZero = 1e-06f * 1e-06f; Vector3 perp = this->crossProduct( Vector3::UNIT_X ); // Check length if( perp.squaredLength() < fSquareZero ) { /* This vector is the Y axis multiplied by a scalar, so we have to use another axis. */ perp = this->crossProduct( Vector3::UNIT_Y ); } return perp; } // special points static const Vector3 ZERO; static const Vector3 UNIT_X; static const Vector3 UNIT_Y; static const Vector3 UNIT_Z; static const Vector3 UNIT_SCALE; }; #endif // _VECTOR3_H_